//uniform vec4 g_LightPosition;
uniform sampler2D m_ColorMap;

varying vec2 texCoord;
//varying vec3 normal;

void main(){
//	float intensity;
//	vec4 color;
//	vec3 n = normalize(normal);
	
//	intensity = dot(vec3(g_LightPosition.xyz),n);
	
//	if (intensity > 0.95)
//		color = vec4(1.0,0.5,0.5,1.0);
//	else if (intensity > 0.5)
//		color = vec4(0.6,0.3,0.3,1.0);
//	else if (intensity > 0.25)
//		color = vec4(0.4,0.2,0.2,1.0);
//	else
//		color = vec4(0.2,0.1,0.1,1.0);

	gl_FragColor = texture2D(m_ColorMap, texCoord);
}